Mighty embodiments of the darkest of mortal emotions and compulsions, the Chaos Gods reside outside of reality. They are eternal beings of near limitless power, abominations who seek to corrupt all they survey. Constantly warring with each other, these deities vie for mastery over the Mortal Realms. In these conflicts there is one who most often stands ascendant.This page contains all of the rules you need to field your Khorne miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.
|Blades of Khorne|
|Blades of Khorne||Battletome||3||July 2023|
|Battlescroll: Tactics of Andtor|
|Battlescroll: Tactics of Andtor||Rulebook||3||September 2023|
|Slaves to Darkness|
|Slaves to Darkness||Battletome||3||September 2023|
|Battlescroll: Andtor||Rulebook||3||August 2023|
|Regiments of Renown|
|Regiments of Renown||Warscroll||3||July 2023|
|Dawnbringers Book I: Harbingers|
|Dawnbringers Book I: Harbingers||Expansion||3||June 2023|
|Compendium: Monstrous Arcanum|
|Compendium: Monstrous Arcanum||Expansion||3||August 2021|
|Warhammer Legends: Monstrous Arcanum|
|Warhammer Legends: Monstrous Arcanum||Expansion||3||August 2021|
|Q:||Karanak’s Call of the Hunt ability allows friendly summoned FLESH HOUNDS units to be set up within 9" of enemy units if they are set up wholly within 8" of Karanak. Can such units be set up within 3" of enemy units?|
Khorne’s mortal hordes and daemonic legions have brought slaughter and destruction to every corner of the realms. Each of these hosts has a favoured method of honouring Khorne, all of which involve shocking, unrelenting violence.You can pick 1 of the following subfactions for your army (core rules, 27.2.1). All BLADES OF KHORNE units in your army gain the keyword of the subfaction you picked, and you can use the allegiance abilities for that subfaction. If a unit already has a different subfaction keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its subfaction.
Locus of Fury
Nothing displeases the Lord of Skulls more than seeing his daemons cast down before blades can be drawn and slaughter unleashed.While a friendly BLADES OF KHORNE DAEMON unit is more than 8" from all enemy units, it benefits from the Locus of Fury. Units have a ward of 5+ while they benefit from the Locus of Fury. If a friendly BLADES OF KHORNE DAEMON unit retreats, it does not benefit from the Locus of Fury for the rest of the battle.
Murderous to the Last
Khorne’s devotees look for a final kill even in their death throes.Each time a friendly BLOODBOUND model is slain by an attack made with a melee weapon, you can pick 1 enemy unit within 3" of that model and make a murder roll by rolling a dice. On a 5+, that unit suffers 1 mortal wound. If the slain BLOODBOUND model was a HERO, make 3 murder rolls instead of 1.
Hatred of Sorcery
Armies that mass beneath the banners of the Blood God not only share their patron’s scorn for sorcery but are granted resilience against it. Should their rage prove hot enough to burn away foul magics, Khorne will no doubt bestow a blessing upon them.Each time a friendly BLADES OF KHORNE unit is affected by a spell cast by an enemy unit or the abilities of an endless spell summoned by an enemy unit, make a Hatred of Sorcery roll by rolling a dice. On a 5+, ignore the effects of that spell or endless spell’s abilities on that unit and you receive 1 Blood Tithe point.
Legions of Chaos
When an army dedicated to one of the Chaos Gods marches to war, it is often accompanied by hordes of Slaves to Darkness, snarling herds of beast-kin and other corrupted beings with similar goals.A Blades of Khorne army can include coalition units (see below) as follows:
COALITION UNITSCoalition units are ignored when determining if the units in the army are from a single faction. Coalition units cannot be generals.
Designer’s Note: Coalition units are not allied units, so the limitations that apply to allied units do not apply to them. This means that coalition units can be given one of your army’s enhancements, as long as they have the correct keywords or are of the correct unit type needed to receive it.
The Blood Tithe
Khorne’s warriors receive divine rewards from their master when blood is shed; whether the sacrifice is theirs or that of their foes matters not.Once at the end of each hero phase, you can spend your Blood Tithe points on 1 of the Blood Tithe Reward abilities from the list below. Each ability costs the number of Blood Tithe points shown next to its entry, and you can only spend Blood Tithe points on a Reward if you have enough Blood Tithe points to do so.
When commanding a Blades of Khorne army, you can earn Blood Tithe points (BP) and spend them to use the Blood Tithe Reward abilities below and to summon units to the battlefield.
You begin the battle with 0 Blood Tithe points. Each time a unit is destroyed, you earn 1 Blood Tithe point.
‘Rising Hatred’ and ‘Slaughter Triumphant’ can be picked multiple times in the same battle, and they are cumulative.
Summon Daemons of Khorne
As the battlefield becomes increasingly drenched in the blood of the fallen, and the skulls of worthy combatants pile up in gory tribute, reality itself is torn asunder. From these ragged wounds the daemons of Khorne pour forth into the Mortal Realms, a red tidal wave of slaughter, ferocity and seething rage.
If you have any Blood Tithe points at the end of your movement phase, you can summon 1 unit from the list below to the battlefield and add it to your army. Each unit you summon costs the number of Blood Tithe points shown next to its entry, and you can only summon it if you have enough Blood Tithe points to do so. Units must be set up more than 9" from all enemy units and either wholly within 8" of a friendly KHORNE HERO or wholly within 16" of a Skull Altar in your army.
Commanders of the Blood LegionsBLADES OF KHORNE DAEMON general only.
Lords of the Blood TribesBLADES OF KHORNE BLOODBOUND general only.
Daemonic AdornmentsBLADES OF KHORNE DAEMON HERO only.
Murderous ArtefactsBLADES OF KHORNE BLOODHOUND HERO only.
Blood Blessings of KhorneBLADES OF KHORNE PRIEST (including Unique units) only.
Reapers of Vengeance
The Reapers of Vengeance are a scything axe of destruction, a legion sent to wreak havoc upon those who have drawn the Blood God’s vindictive gaze. Armies that win through wizardry or craven tactics, and those who fight only in order to bring about lasting peace: all have met the same grisly end upon the blades of the Reapers.Brutal Retribution: The commanders of the craven are the first to feel the red-hot wrath of Khorne.
Add 1 to hit rolls for attacks made by friendly REAPERS OF VENGEANCE DAEMON units that target an enemy HERO. In addition, each time an enemy HERO is slain, you receive 1 additional Blood Tithe point.
They are the vanquishers of the unbeatable foe, the flame-anointed bringers of doom. The Bloodlords believe themselves to be Khorne’s favoured killers, and the long list of crushing victories to their name suggests this may be true. As a result, the legion is constantly striving for noteworthy trophies, reaping skulls by the thousand in order to maintain their exalted status.The First to Draw Blood: At the vanguard of the Bloodlords’ legions race vast hosts of Bloodletters eager to claim the skulls of the enemy.
When you use the Decapitating Blow ability for a BLOODLORDS BLOODLETTER unit, mortal wounds are caused on an unmodified roll of 5+ instead of 6 if that unit made a charge move in the same turn.
Clad in armour of midnight, the Bloodthirsters of the Baleful Lords hurtle toward their foes like blazing black comets, tearing them apart in a frenzy of carnage. These nightmarish champions are veterans of Khorne’s endless wars in the Realm of Chaos, and they relish the opportunity to lay waste to the lands of mortals.Unbound Slaughter: The Bloodthirsters of the Baleful Lords delight in the opportunity to wreak terrible carnage upon the Mortal Realms.
While a friendly BALEFUL LORDS BLOODTHIRSTER, other than SKARBRAND, is wholly within 8" of any other friendly BALEFUL LORDS BLOODTHIRSTERS, other than SKARBRAND, use the top row on its damage table regardless of how many wounds it has suffered.
The mere mention of the Goretide is enough to strike fear into the hearts of even the most valiant warriors. Led by their dreaded warlord Korghos Khul, conqueror of a thousand empires, the blood-drunk killers have cut a gory path across Aqshy. Where the Goretide march, carnage and slaughter abound.Tireless Conquerors: Countless empires have burned beneath the relentless campaigns of the Goretide.
Add 1 to wound rolls for attacks made with melee weapons by friendly GORETIDE BLOODBOUND units that target an enemy unit that is contesting an objective you do not control, or that target an enemy unit wholly within enemy territory.
Feared headhunters, the Skullfiend Tribe have refined decapitation into a brutal art form, and delight in nothing more than the sensation of their axes slicing through the neck of a worthy foe. Their determination to claim skulls for Khorne grants them fearsome speed as they hurl themselves into battle.Blood-crazed Berserkers: The warriors of the Skullfiend Tribe charge headlong into the fray, eager to be the first to offer skulls to their patron.
If you make an unmodified charge roll of 8+ for a friendly SKULLFIEND TRIBE BLOODBOUND unit, the strike-first effect applies to that unit until the end of the turn.
The Flayed are a horde of deranged killers who exult in the utter ruination of their enemies and the taking of trophies from their mutilated remains. When they enter battle, their bone armour - crafted from the skeletons of those they have butchered - soon becomes drenched in crimson gore.Blood-woken Runes: When the bone armour of the Flayed is drenched in gore, Khornate runes carved into the surface blaze with power, imbuing these warriors with daemonic resilience.
Friendly THE FLAYED BLOODBOUND units have a ward of 5+ if they have been picked to fight in the same phase.
The following section includes rules for your Path to Glory campaign if you are using a Blades of Khorne army.
Beyond the bounds of the Realm of Chaos, Khorne’s daemons maintain their corporeal forms by shedding the blood of their enemies. Those who reap a great tally of skulls are bolstered as the veil between the Mortal Realms and Khorne’s infernal domain grows thin, while those who fail are scorned by their patron and sent back whence they came.In step 2 of the aftermath sequence, when making a casualty roll for a BLADES OF KHORNE DAEMON unit, if you won a major victory or minor victory, halve the number of dice you roll for that casualty roll (rounding down). However, if you did not win the battle, double the number of dice you must roll instead.
The Blood God’s demand for skulls is relentless. Seek out his enemies, bring their decapitated heads as trophies, and your patron will reward you in kind.This quest cannot be completed (after all, Khorne’s bloodlust can never be sated). Instead, while embarked on this quest, you earn 1 glory point each time an enemy unit is destroyed. You earn 2 glory points instead if the destroyed enemy unit was a HERO.
The three-headed daemon, Karanak, the Blood God’s most favoured Flesh Hound, seeks out a champion of the enemy to deliver Khorne’s wrath upon them. You have been tasked to aid Karanak’s hunt and let not The enemies of the Blood God impede him.While embarked on this quest, you can include KARANAK in your army in Path to Glory battles even if he is not on your order of battle.
At the end of each Path to Glory battle, roll a dice for each friendly BLADES OF KHORNE unit that is wholly within enemy territory. For each 4+, you discover 1 clue as to the whereabouts of Karanak’s quarry. Keep a tally of how many clues you discover.
Once you have discovered 3 or more clues, you can fight Path to Glory battles using the ‘The Hounds of Vengeance’ battleplan. Once you have fought a Path to Glory battle using the ‘The Hounds of Vengeance’ battleplan, you complete this quest. The rewards for completing this quest are listed in the battleplan.
The Great Game
Khorne strives for dominance over his three brothers, and any of his servants who can deal a blow to the other Chaos Gods will be greatly rewarded.At the end of a Path to Glory battle, you complete this quest if you won a major victory and the unit picked to be your opponent’s general had the TZEENTCH, NURGLE or SLAANESH keyword.
When you complete this quest, you receive 1 additional Reward of Khorne in step 7 of the aftermath sequence.
Pyramid of Skulls
To the devotees of Khorne, there is no act of worship more worthy than to construct a pyramid of skulls torn from the remains of one’s butchered enemies. At the summit of this grim monument must then be placed the head of a particularly powerful foe. Once this capstone is in place, Khorne will surely shower you with rewards...You can only pick this quest if the Skull-marked Mountain territory is under your control and it has not yet been upgraded with a Pyramid of Skulls.
While this quest is on your Path to Glory roster, keep a tally of the number of enemy models slain in battle in the progress section of your quest log. When the tally reaches 87, stop adding to the tally. Your warlord is now searching for the perfect skull with which to cap the pyramid. If you earn a major victory while your tally is 87, and in that battle the unit your opponent picked to be their general was slain, you can complete this quest in the aftermath sequence of that battle.
When you complete this quest, you gain 15 glory points and your warlord gains 15 renown points. In addition, your Skull-marked Mountain territory is upgraded with a Pyramid of Skulls.
The Hounds of Vengeance
Commanded by the Blood God himself to join the pack of Karanak, first among Flesh Hounds, you have waged war across the Mortal Realms and left a trail of headless corpses in your wake. Now you have closed in upon the beast’s quarry. You can smell their blood and fear upon the wind. You have them trapped on all sides and there can be no escape.
QUEST BATTLEPLANYou can use this battleplan if one player is using a Blades of Khorne army, has embarked on the ‘Karanak’s Hunt’ quest and has discovered 3 or more clues. Use the Path to Glory battlepack.
THE ARMIESThe player embarked on the ‘Karanak’s Hunt’ quest is the Blades of Khorne player and must use a Blades of Khorne army. Their opponent is the defender.
THE BATTLEFIELDThe players roll off. The winner sets up the battlefield’s terrain features and then the other player chooses which edge of the battlefield is the northern edge.
After the terrain features have been set up, starting with the player who won the roll off, each player picks 1 terrain feature and rolls on the Mysterious Terrain table (core rules, 28.1.3) to determine which scenery rule applies to that terrain feature during the battle.
FACTION TERRAINThe defender can set up a faction terrain feature.
DEPLOYMENTThe defender sets up their army first, wholly within their territory. The defender cannot set up HEROES in reserve. Then the Blades of Khorne player sets up their army wholly within their territory and more than 8" from all enemy units.
BATTLE LENGTHThe battle lasts until Karanak’s Quarry (see below) is slain, or for 5 battle rounds.
FIRST TURNThe defender chooses which player takes the first turn in the first battle round.
KARANAK’S QUARRYThe Blades of Khorne player assigns each enemy HERO a different number from 1-6. If there are more than 6 enemy HEROES, the Blades of Khorne player can pick which 6 are assigned a number. Then, the Blades of Khorne player secretly rolls a dice (for example, by placing it under a cup). The HERO with the number that matches the roll is Karanak’s Quarry (re-roll the dice if no HERO matches the roll).
Once per battle, at the start of the Blades of Khorne player’s hero phase, they can choose to reveal who Karanak’s Quarry is. If they do so, they receive a number of Blood Tithe points equal to the number of the current battle round.
GLORIOUS VICTORYWhen the battle ends, if Karanak’s Quarry has been slain, the Blades of Khorne player wins a major victory. Otherwise, if Karanak’s Quarry is within 8" of a battlefield edge, the defender wins a minor victory, and if they are more than 8" from all battlefield edges, the defender wins a major victory.
PATH TO GLORY REWARDSThe player who wins the battle, can immediately pick 1 territory from their faction terrain table and bring it under their control without spending any glory points to do so. In addition, if the Blades of Khorne player wins the battle, they receive 2D6 glory points.
However, if the defender wins the battle, the Blades of Khorne player must make an injury roll for their warlord regardless of whether they were slain or not during the battle, and no glory point can be spent to re-roll the result. This represents Karanak’s inescapable fury as the daemon-hound instead claims from you a measure of that which he should have claimed from the foe...
If the battlepack you are using says that you must pick grand strategies and battle tactics for your army, you can pick from the following lists as well as those found in the battlepack you are using.
FOR THE BLOOD GODBlades of Khorne army only.
FOR THE SKULL THRONEBlades of Khorne army only.
The FLESH HOUNDS keyword is used in the following Blades of Khorne warscrolls:
The TZEENTCH keyword is used in the following Slaves to Darkness warscrolls:
The KHORNE keyword is used in the following Slaves to Darkness warscrolls:
The MARK OF CHAOS keyword is used in the following Slaves to Darkness warscrolls:
The BLADES OF KHORNE keyword is used in the following Blades of Khorne warscrolls:
The BLADES OF KHORNE and DAEMON keywords are used in the following Blades of Khorne warscrolls:
The BLOODBOUND keyword is used in the following Blades of Khorne warscrolls:
The BLOODBOUND and HERO keywords are used in the following Blades of Khorne warscrolls:
The WIZARD keyword is used in the following Slaves to Darkness warscrolls:
The TZEENTCH keyword is used in the following Beasts of Chaos warscrolls:
The SLAANESH keyword is used in the following Beasts of Chaos warscrolls:
The WIZARD keyword is used in the following Beasts of Chaos warscrolls:
The KHORNE and HERO keywords are used in the following Blades of Khorne warscrolls:
The PRIEST keyword is used in the following Blades of Khorne warscrolls:
|You do not have to pick a target for a charge attempt before making the charge roll.|
The BLADES OF KHORNE and BLOODBOUND keywords are used in the following Blades of Khorne warscrolls:
The BLOODREAVERS keyword is used in the following Blades of Khorne warscrolls:
The GORECHOSEN keyword is used in the following Blades of Khorne warscrolls:
The BLADES OF KHORNE, DAEMON and HERO keywords are used in the following Blades of Khorne warscrolls:
The BLADES OF KHORNE, BLOODBOUND and HERO keywords are used in the following Blades of Khorne warscrolls:
The BLADES OF KHORNE and PRIEST keywords are used in the following Blades of Khorne warscrolls:
The REAPERS OF VENGEANCE and DAEMON keywords are used in the following Blades of Khorne warscrolls:
The BLOODLORDS and BLOODLETTER keywords are used in the following Blades of Khorne warscrolls:
The BALEFUL LORDS and BLOODTHIRSTER keywords are used in the following Blades of Khorne warscrolls:
The GORETIDE and BLOODBOUND keywords are used in the following Blades of Khorne warscrolls:
The SKULLFIEND TRIBE and BLOODBOUND keywords are used in the following Blades of Khorne warscrolls:
The THE FLAYED and BLOODBOUND keywords are used in the following Blades of Khorne warscrolls:
|Most rules for artefacts of power refer to the bearer. The bearer is the model to which an artefact of power has been given (see section 27.5.2 for some examples).|
The HERO keyword is used in the following Blades of Khorne warscrolls:
|Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.|